Trooper A-337, "Janitor" |
I'm going to wait on making a lot of headway with the sheet until I know what the Career Soldier--Sharpshooter's talents are, but be certain I'll be trying to improve some skills. Also, there isn't a specialization that includes both Mechanics and Stealth as skills, is there? Because that'd be ideal :)
Shanosuke |
For Skills
Typically if you are rolling atleast 3 dice for a skill, that is considered acceptable in terms of skills you expect to use frequently.
You should take the skills you feel most applicable to your character and what you wish to be good at. It is better to focus on one thing at a time and let someone else focus on another.
As far as skills importance is concerned, athletics is good, coordination comes up. At least one combat skill focus. And perhaps cool and vigilance.
The rest f the skills should be meant for the party specialist they apply too. The face should worry about talking, the pilot on driving, the warriors on fighting, the hackers on computer andso on.
For jury rig
JURY RIGGED
Activation: Passive
Ranked: Yes
Trees: Gadgeteer, Outlaw Tech
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece of armor.
Darius Lucien |
I'm looking at mostly Passive talents. I think that will be helpful in getting used to the game.
Can I put use jury rigged on the same weapon twice? For example, increase damage and decrease the Advantage cost on its Critical. Or, decrease the advantage cost on its critical twice? (I'm looking at it from the perspective of the modifications I made to my current weapon and trying to bring the character in close to that.)
Shanosuke |
Another important note for skills
Skills can be supplemented with narrative play and clever thinking or even gear and situational bonuses. For example, knowledge skills can gain boosts from accessing the holonet or in game research related to the topic you or trying to find info on. Or in the case of combat sometimes position, creative manuvers, or even quality gear can make up for a lack of combatskill.
These special boost add a blue D6 to your dice pool called a boost die. This is also the same for disadvantages which can alternatively add a black d6 to the difficulty called a setback die.
On the talents you may see blue or black squares. Those represent boosts and setbacks.
On PBP gameplay I will be adding and rolling those dice where I deem appropriate.
A good example of how powerful boosts can be is my character in a Eote campaign who is a mechanic. He has no ranks in ANY combat skill and only gets two die when using them. However, my mechanics skill is sooo good, I mean ridiculously goods as in two ranks with a 5 intellect, this means I can upgrade my weapons to make up for it. I have a fully modded assault carbine that adds 4 boost die to all my combat rolls when using it.
I digress, there really isn't a need to be versatile in skills. Try and specialize as much as possible and focus on strengths and let the others fill in your weaknesses.
Destiny Points
Ah the meat and potatoes of the force in this game. Normally Destiny points are a pool of points that can be used by both players and the GM.
Typically the pool is different from session to session. At the start of every session, each player rolls a D12 and produces 1 - 2 dark side or light side Destiny points for the pool. The number of points in the pool stays the same and when one is used it turns into another. The players use the light side Destiny points to improve their chances of completing a task by "stacking" the deck in their favor, so to speak. Some talents, and especially force powers use these to activate. The gm can use the dark side Destiny points for the same reasons. One a point is used, it is then converted to the opposite. Light points turn to dark point when used and vise versa.
I have personally added an additional feature to this. Players can change tokens based on their actions. Doing "good" things converts dark points to good without giving the GM the chance to use them. This also work in reverse. Do "bad" things turns light points too dark.
Good and bad are subjective to what is necessary vs what is pointless. I am currently working on a reverse system where evil players can use dark points and in opposition, the gm can use light points against them.
Good and bad are more logical and situational terms than moral. This means if a morally bad decision ends up being logical for the situation, at least to the character and gm, then it actually counts as good.
And thats Destiny points
Shanosuke |
I'm looking at mostly Passive talents. I think that will be helpful in getting used to the game.
Can I put use jury rigged on the same weapon twice? For example, increase damage and decrease the Advantage cost on its Critical. Or, decrease the advantage cost on its critical twice? (I'm looking at it from the perspective of the modifications I made to my current weapon and trying to bring the character in close to that.)
No you cannot. However, there are great rules for modding weapons in this game with a little time, money, and mechanics skill. As I had described in my personal characters example, I really souped up a carbine I had. That is totally and option but we will cover gear once all the XP is spent.
Also, forgot to cover Critical injury.
Critical Injury
This happens when a character scores a critical against a foe (we'll go over how to crit a bit later) or a character suffers more wounds than his threashold. There is a chart with all manner of horrible injuries that can be sustained. Values range from 1 - 150 and a d100 is used to determine the result. The only way to get above a 100 on this chart is by adding talent bonuses, situational bonuses, combining crit with too many wounds, or lastly, gear.
These can be pretty nasty and can cause permanent harm to a character.
Darius Lucien |
Critical InjuryThis happens when a character scores a critical against a foe (we'll go over how to crit a bit later) or a character suffers more wounds than his threashold. There is a chart with all manner of horrible injuries that can be sustained. Values range from 1 - 150 and a d100 is used to determine the result. The only way to get above a 100 on this chart is by adding talent bonuses, situational bonuses, combining crit with too many wounds, or lastly, gear.
These can be pretty nasty and can cause permanent harm to a character.
I'm looking at the "Lethal Blows" Talent. This is not adding +10 damage to each critical but instead adding a bonus to critical roll on the d100, which is translated on the chart?
Shanosuke |
As far as the stalker talent goes, yes. Some talents do that.
Also, you are correct on the Lethal blows talent as well.
The game has three types of adversaries.
The minion: Thugs, rebel soldiers, Stormtroopers.
These are the foes you battle in mass. They typically die in one hit no matter what you smack them with. They are dangerous in numbers but not by much.
The rivals: Squad captains or elite foes.
These foes possess talents and are a bit harder to kill and can be dangerous individually. They are like an elite minion.
The Nemesis. Any unique or named character.
Built using PC rules. They follow PC rules, and are as dangerous as a PC. Lethal blows is good against them.
Trooper A-337, "Janitor" |
Okay, this is all subject to change once I get a little more information on the second specialization I picked up, but this is what Janitor's increases look like as of now...
275 XP Total to spend
Saboteur Specialization (30 XP)
[245 left]
SKILLS
-Brawl: 1 rank (15 XP)
-Melee: 2 ranks (15 XP)
-Ranged (heavy): 2 ranks (35 XP)
-Ranged (light): 2 ranks (35 XP)
-Stealth: 2 ranks (15 XP)
-Medicine: 1 rank (5 XP)
-Mechanics: 2 ranks (15 XP)
-Cool: 1 rank (5 XP)
-Athletics: 1 rank (5 XP)
[100 XP left]
TALENTS
-Grit: 1 rank (5 XP)
--Lethal Blows: 1 rank (10 XP)
-Sniper Shot: 1 rank (5 XP)
--True Aim: 1 rank (10 XP)
---Lethal Blows: 1 rank (15 XP)
---Sniper Shot: 1 rank (15 XP)
--Deadly Accuracy: 2 ranks (20 XP)
----Toughened: 1 rank (20 XP)
[0 XP left]
Zaleos Buerlon |
OK here goes:
Skills:
Computer (15)
Negotiation (15)
Stealth, 2 ranks (35)
Survival (15)
Ranged Hvy (15)
Knowledge Core Worlds (15)
Knowledge Lore (15)
Total: 125 (165 left)
Talents:
Commanding Presence (5)
Confidence (10)
Toughened (15)
Commanding Presence (20)
Field Commander (20)
Side Step (20)
Natural Leader (25)
Improved Field Commander (25)
Dedication (25)
Total: 165 (0 left)
I hope this mix of Skills/Talents closely matches what Zaelos is in the D20 rules. If anyone has a suggestion for me, please let me know, thanks!
Darius Lucien |
GM:
I put my two ranks in non-career skills first: Ranged (Light) and Lore (Really targeting sith/Jedi...if there is a better knowledge, let me know)
Then picked my second spec: Gadgeteer
Selected the following Talents:
Stalker-A (5xp), x 2-A (15xp), x 3-A (20xp)
Grit-A (5xp)
Lethal Blows-A (5xp), x 2-A (15xp)
Quick Strike-A (10xp)
Quick Draw-A (10xp)
Sniper Shot-A (20xp)
Toughened-G (5xp), x 2-G (15xp)
Jury Rigged-G (10xp), x2-G (20xp)
Point Blank-G (10xp)
Armor Master-G (15xp)
Deadly Accuracy-G (20xp)
Spent the following on skills:
Ranged (Light) - 2nd Rank - 10xp
Ranged (Light) - 3rd Rank - 15xp
Melee - 1st Rank - 5xp
Stealth - 2nd Rank - 10xp
Mechanics - 1st Rank - 5xp
Mechanics - 2nd Rank - 10xp
Which puts my final skills as follows:
Gen:
Athletics: 1
Mechanics: 2
Perception: 1
Stealth: 2
Vigilance: 1
Combat:
Melee: 1
Ranged (Light): 3
Ranged: (Heavy): 2
Know:
Lore: 1
Karval de Longinous |
Apologies, it's taken a while to get my head around the system (& talent trees - never used them before)
Skills:
Athletics (10)
Charm(5)
Computer(5)
Coordination (5)
Discipline(5)
Medicine (5)
Piloting [Planetary] (5)
Resilience (15)
Stealth (15)
__
Melee (15)
Ranged [Light] (10)
___
Outer Rim(5)
Xenology (5)
(105 spent)
Should one of us have Perception? It's usually the best skill in any system?
Karval de Longinous |
Lets go for Talent Tree: (Hired Gun - Marauder)
Toughened (5)
Feral Strength (10)
Toughened (10)
Heroic Fortitude (10)
Toughened (15)
Lethal Blow (15)
Enduring (15)
Toughened (20)
(100 points spent)
That should leave him pretty tough, with a Wound Threshold of 20 & +10 to criticals. However his Strain is mediocre at best and a few more skills could be shored up, but there's still 70 points to do this.
Shanosuke |
Hello everyone. I apologize for the long absence but I have to be honest with you. I have been struggling with motivation to run this game lately.
Here's the problem. I am deeply in love with the new Star Wars system, its, theme, its mechanics, it simplicity and so on. So much so that I can't even look at the D20 edition anymore. I just get exhausted every time I simply look at it.
All my campaign material is being converted to the new system and I am playing in two games and running four.
Again, the rules are the only thing killing my motivation at the moment. I have tried to get back into it and I just get tired thinking of it.
So, I offer you this, I know it might be tricky but I found a great resource that may help. If you guys want to continue this game we are going to convert from D20 to Edge of the Empires.
I found a character generator program that simplifies character creation immensely and includes all races, talent trees, etc. It should really help you all get into the game.
Again, I am sorry for this sudden change but I feel it is the only thing I can do right now to get motivated to continue this game.
Let me hear your thoughts please.
Zaleos Buerlon |
I have no problem switching to the new system at this point in time, although I must admit there will be a learning curve in using the new rules. My chief concern is since we do not have any experience with these rules, it might lead to us to failing our mission since we may miss a skill check or other rule that would be used to help us succeed here.
Generally with new systems it is better to do a training run through the various scenarios so we get familiarized with the rules. Since that is not currently feasible, I think this can be mitigated by walking us through all the various options we have available to us as we reach decision points during our missions.
Also, I will upload my EOTE character sheet for you to look at when I get home this evening.
Shanosuke |
It's funny you should mention that. EotE would actually make this scenario easier if you can believe it. You will see a vast improvement in stealth for example.
Agile characters, characters who use guns, also have an innate ability with stealth.
But yes, I do agree I should do some walkthrough.
The situation is not as in dire state as I made it seem at first.
Also, narrative flare makes for some REALLY enjoyable scenarios. Such as Janitor's style in cutting the pilot's through just so. That would have more impact in EotE than D20 rather than simply being an attack roll versus AC
The game leaves a lot of room for imaginative storytelling. I have had more than a few sessions to get acquainted with this.
The tricky part will be the dice. I will post an interpretative board on the campaign info thread to help determine results.
Trooper A-337, "Janitor" |
Also happy to switch over. I'd rather get acquainted with a new system fast--something I was looking forward to anyway--than lose this game. Whether you want us to use the characters as we have them so far, or rebuild with a generator (which admittedly sounds very useful), I'm up for the switch!
Zaleos Buerlon |
Okay I have recreated Zaelos in the new EotE Char generator. I hope I got it right. I linked the Character Files for you to review Shanosuke, let me know if this is the file you need and if Zaelos looks OK, thanks.
Shanosuke |
I am allowing for imitation equipment. You can have any items that best reflect what you have now.
Darius, I am aware you have modded weapons. EotE has modding rules and I will allow you to have attachments modded to best resemble what you have. What weapons and mods did you have in D20?
Shanosuke |
What kind of info? It is a second optional universal force specialization. It grants a force rating of 1 for taking it. And it has access to a second force rating at the end of the tree. They are both different enough from each other for me to accept someone specializing in both to be extra forcey.
What more would you like to know?
Karval de Longinous |
Apologies, my internet went out over the weekend - so I haven't been able to get on-line. I tried to save the form fillable PC sheet, but that didn't work - neither did printing it :(
However I've finished with the skills, talents & equipment.
Agility - 3
Intellect - 3
Cunning - 2
Willpower - 2
Presence - 3
Soak Value - 4
Wounds - 22
Strain - 11
(10)Athletics -2
(5)Charm -1
(5)Computers -1
(5)Cool - 1
(5)Co-ordination - 1
(5)Leadership - 1
(5)Medicine - 1
(5)Perception - 1
(5)Piloting (Planetary) - 1
(15)Resilience - 3
(15)Stealth - 2
(0)Vigilance - 1
(35)Melee - 4
(25)Ranged (Light) - 3
(5)Outer Rim - 1
(5)Xenology - 1
Maurauder Talents:
(5)Toughened
(10)Feral Strength
(10)Toughened
(10)Heroic Fortitude
(15)Toughened
(15)Lethal Blows
(15)Enduring
(20)Toughened
(20)Feral Strength
Trooper A-337, "Janitor" |
Alright, I can't figure out a way to put the new sheet up online, but I've got it pretty well transferred into a stat block in the alias. It's down under the old stats as of right now; I'll move it all up once we finish converting.
Shanosuke |
Sleight of Mind = Add a boost die (D6) to all stealth checks unless opposition is immune to force
Invigorate: May add a Force Die (White D12) per force rating to Cool and discipline checks made to recover strain. Light side results count as successes and darkside results count only as threat
Force of Will: Once per session may make a skill checking using your willpower characteristic in place of the skill generally used for that skill.
Darius Lucien |
GM, Darius had a short range high damage (3d8+3) blaster, with no stun setting.
The modifications were as follows:
- Reduce Rapid Shot Penalty by 1
- Increase Threat Range by 1
- Increase Range Increment by half
Shanosuke |
The Malakai armor has a soak of 2 but no hard points and an Encumbrance of 2
It also has additional 2 soak against melee and brawl attacks.
I will see what I can do for you Darius. I know how to increase range and threat. Also increasing damange and accuracy. EotE does not have a rapid shot function sadly.
Trooper A-337, "Janitor" |
Assuming my info looks fine in the alias, I think I'm ready to give this a shot. I don't know how the die-rolling works now, though, since they've got symbols rather than numbers. If you could post that in the Campaign Info tab or on here, Shanosuke, that'd be great!